(Vertical)
Video Sound ROM 4 A-5343-09973ROM, 4Kx8
Special Chip 1A-5410-09911Special Chip
POWER TURN-ON
CAUTION - This game must be plugged into a properly grounded outlet to prevent shock hazard and to ensure proper
game operation. DO NOT use a "cheater" plug to defeat the ground pin on the line cord, and DO NOT cut off the ground
pin.
WHEN THE GAME IS FIRST TURNED ON it produces a sound. Simultaneously general illumination should come on
and a moment later a scanning “rug pattern”' indicating the RAM test should appear on the screen. Next the rug should
become stationary as the ROM test is performed. In a correctly running game the rug pattern will be followed by the
message "INITIAL CHECKS INDICATE ALL SYSTEMS GO". If RAM or ROM failure messages come up on the screen
instead, refer to Power-Up Tests in TROUBLESHOOTING PROCEDURES.
GAME OPERATION
GAME START - Insert coins; a random sound is produced and credits are displayed on the CRT. With two or more creditsdisplayed, pressing 2-player start initiates a 2-player game where each player gets five* mounts (turns).
*Adjustable Feature
1
PLAYER CONTROLS
The Joystick sends the gladiator and his ever stalwart mount (ostrich or stork) boldly to the left or to the right.
The Flap Button causes the hero’s mount to spread its robust wings.
GAME PLAY
AT SOME FAR-DISTANT TIME two fantastic gladiators meet and square off for battle. Each is mounted on a fanciful
bird of prey (ostrich or stork) who’s wings can carry it from the cliftops to the mouth of the abyss and hopefully back . . . or
the bubbling lava below will increase it’s toll.
While your mount is a skilled flyer, your opponent is a shrewd gladiator. You must prove you are his better. Stealthily you
must pilot your mount above him, and cleverly you must stalk him . . . to strike at the moment he least suspects you! And
always remember this rule: In every Joust, the highest lance wins!
Of course your opponent will resist your attempts, all the while pursuing his own designs on you. Each gladiator has five*
mounts. Every time you’re toppled you must mount a new bird for the next joust. The gladiator who scores the most
dismountings is the winner.
YOUR PATH MAY SEEM CLEAR and your work cut out, but just them a flock of vicious Buzzard-Riders will ambush
you! Ruthless even as they are dismounted, these wily Buzzard-Riders instantly lay their eggs. You must pick up the eggs
or they will soon hatch into even more persistent and antagonistic foes!
Fortunately at 20,000* points (should you make the grade) you will be awarded another bird to mount against the loyal
opposition.
Joust is designed for either one or two players.
HIGH SCORE SIGNATURE
Select letters with the joystick. Push right to move forward through the alphabet; push left to move backward. Then push
the FLAP button to lock in the letter.
BOOKKEEPING AND EVALUATION TOTALS
1.In Game-Over Mode, open the cashbox and depress the cashbox advance switch. The advance switch located on the
coin door can also be used. The CRT should indicate all bookkeeping and evaluation totals. If so, go to step 3. If
the CRT display comes up in the ROM test, perform step 2.
AUTO-UP
HIGH
SCORE
RESET
Figure 1. Coin Door Button Switches
2.Continue to depress the cashbox advance switch, stepping the game through test programs for ROMs, RAMs, CMOS
RAMs, color RAMs, sounds, switches, and then CRT test patterns, of which there are five. The fifth test pattern,
color bars, directly precedes the CRT display of the bookkeeping and evaluation totals.
MANUAL
DOWN
ADVANCE
3.The bookkeeping and evaluation totals appear on the displays as in Figure 2.
* Adjustable feature
2
CLEARING BOOKKEKPING TOTALS
1.Depress ADVANCE to display Game Adjustments.
2.Operate PLAYER 1 joystick to position cursor on CLEAR BOOKKEEPING TOTALS.
3.Push PLAYER 2 Joystick.
4.Depress ADVANCE.
BOOKKEEPING TOTALS
LEFT SLOT COINS 167
CENTER SLOT COINS 0
RIGHT SLOT COINS 426
PAID CREDITS 593
FREE MEN 221
TOTAL TIME IN MINUTES1038
TOTAL MEN PLAYED2000
TOTAL SINGLE PLAYER 101
TOTAL DUAL PLAYER 492
TOTAL CREDITS PLAYED 593
AVERAGE TIME PER CREDIT 1:45
Figure 2. Bookkeeping display
GAME ADJUSTMENTS
In the Game-Over Mode open the coin door with AUTO-UP/MANUAL-DOWN switch set to AUTO-UP, and depress the
coin door ADVANCE switch twice to cause a CRT display as shown in Figure 3.
To select and then set functions to the desired values, use the PLAYER 1 joystick (push right to move arrow down, left to
move arrow up) then, making sure the coin door is open, use the PLAYER 2 joystick to increase or reduce the value of the
selected function.
The number of turns (men) per 1-credit game can be set anywhere from 1 to 99 (5 recommended). Difficulty is factoryprogrammed at 5 (moderate). It can be custom-programmed (0-9, with 9 conservative) as desired.
Game pricing is selected with standard settings or with custom settings as shown in Tables 1 & 2. Table 1 lists some
common pricing schemes and directs the reader to the proper entry in Table 2, which shows what the CRT display should
look like to accomplish the desired pricing. Note that free play can be elected by entering the code number 9 at the
PRICING SELECTION function (see Tables 1 and 2).
For standard settings you need change only the PRICING SELECTION. For custom settings, first set PRICING
SELECTION to zero and then set the remaining values according to Table 2.
3
GAME ADJUSTMENT
PRESS ADVANCE TO EXIT
EXTRA MAN EVERY20000
MEN FOR 1 CREDIT GAME 5
HIGH SCORE TO DATE ALLOWED YES
PRICING SELECTION 31/QUARTER 4/DOLLAR
LEFT SLOT UNITS 1
CENTER SLOT UNITS 4
RIGHT SLOT UNITS 1
UNITS REQUIRED FOR CREDIT 1
UNITS REQUIRED FOR BONUS CREDIT 0
MINIMUM UNITS FOR ANY CREDIT 0
FANCY ATTRACT MODE YES
DIFFICULTY OF PLAY 5
LETTERS FOR HIGH SCORE NAME 3
RESTORE FACTORY SETTINGS NO
CLEAR BOOKKEEPING TOTALS NO
HIGH SCORE TABLE RESET NO
AUTO CYCLE NO
SET ATTRACT MODE MESSAGE NO
SET HIGH SCORE NAME NO
USE ‘PLAYER 1 MOVE’ TO SELECT ADJUSTMENT
USE ‘PLAYER 2 MOVE’ TO CHANGE THE VALUE
Figure 3. Game Adjustment
Highest Score Signature
The number of letters allowed the highest scoring player for entering his name can be varied from 3 to 20 and is
recommended as 3. If objectionable words are entered as the signature name, you can change the lettered entry leaving the
highest score the same. See Setting Highest Score Name.
Restore Factory Settings
1.Position the cursor on RESTORE FACTORY SETTINGS.
2.Push PLAYER 2 joystick to the right.
3.Depress ADVANCE switch twice.
Resetting High Score Table
1.Position the cursor on RESET HIGH SCORE TABLE.
2.Push PLAYER 2 joystick to the right.
3.Depress ADVANCE.
Setting Attract Mode Message
1.Position the cursor on SET ATTRACT MODE MESSAGE.
2.Push PLAYER 2 joystick to the right.
3.Depress ADVANCE.
4.Enter up to two lines of your message following instructions on
the screen
5.Depress ADVANCE to terminate process.
NOTE:
To restore the Williams attract mode message, it
is necessary to perform steps 1 through 3 and then
turn the game OFF then ON.
Setting High Score Name
1.Position the cursor on SET HIGHEST SCORE NAME.
2.Push PLAYER 2 joystick to the right.
3.Depress ADVANCE.
4.Enter new signature; depress ADVANCE to terminate process.
NOTE:
An alternate, simpler method enters the factory
highest score signature. In the game over mode,
hold HIGH SCORE RESET Depressed. After a
few seconds a sound is produced and the factory
highest score signature has been activated.
Pricing Selection
Left Slot Units
Center Slot Units
Right Slot Units
Units per Credit
Units for Bonus Credit
Minimum Units for Credit
Table 2. Pricing Settings
STANDARD SELECTION
1
2
3
4
5
6
1
6
1
1
1
1
4
0
4
16
4
0
1
1
1
6
1
4
2
1
1
2
2
1
4
0
0
0
0
0
0
0
0
0
0
0
CUSTOM KEYDISPLAY
ABCDEFGHIJ
7
8
9
0
0
0
0
0
0
0
0
0
0
1
1
1
1
1
1
3
12
6
1
2
1
2
0
0
4
4
4
4
12
48
0
0
0
0
0
2
2
1
1
1
1
3
12
15
4
2
5
10
1
2
1
1
1
1
4
14
5
1
5
1
5
0
0
0
4
4
0
15
96
0
4
0
0
0
0
0
0
0
2
2
0
24
0
0
0
0
0
5
TROUBLESHOOTING PROCEDURES
Certain types of game malfunctions may inhibit the game's
diagnostic or display faculties. Troubleshooting procedures
for most of these types of malfunctions as well as
malfunctions that permit self-diagnosis are covered below.
POWER-UP TESTS
NO GENERAL
ILLUMINATION
(1) Check fuse F2 on power supply board.
(2) Check for proper installation of
jumpers W1, W2, W3 and/or resistor
R27. (Some machines DO NOT have an
R27. Refer to your drawing set.)
(3) Check 4P1/J I, 4P3/J3, 6P2/J2 and
6P3/J3.
(4) If all the above don't turn up the
problem check power supply board.
(1) Open back doors
(2) Press reset button on CPU Board.
(3) Try RAM and ROM tests (see below).
(4) If all the above don't turn up the
problem, check power supply board.
NO INITIAL VIDEO
(RUG PATTERN)
MORE POWER-UP TESTS
ROM BOARD
TEST
GENERAL“0” means all
CMOS
(See
Appendix A)
BATTERY
(See
Appendix A)
MEMORY
PROTECT
INTERLOCK
(See
Appendix A)
SPECIAL
CHIP
LEDs
RECOGNIZE
CONDITION
power-up tests
passed
“0” means tests
passed
“0” means tests
passed
“0” means tests
passed
“0” means tests
passed
“0” means tests
passed
ROM BOARD
LEDs
IDENTIFY
CHIPS
-(1) Scanning rug pattern
(2) Stationary rug pattern
(3) "INITIAL CHECKS INDICATE ALL
SYSTEMS GO"
(4) Game-Over Mode
-“HIGH SCORE TABLE RESET”
“BOOKKEEPING TOTALS CLEARED”
“ADJUSTMENT FAILURE”
“RESTORE FACTORY SEITINGS BY
OPENING FRONT DOOR OR
TABLETOP AND TURNING GAME
OFF AND ON”
-“FACTORY SEITINGS RESTORED”(2) Press ADVANCE. Game should
-“HIGH SCORE TABLE RESET”
“BOOKKEEPING TOTALS CLEARED”
“ADJUSTMENT FAILURE”
“RESTORE FACTORY SEITINGS BY
OPENING FRONT DOOR OR
TABLETOP AND TURNING GAME
OFF AND ON”
-“HIGH SCORE TABLE RESET”
“BOOKKEEPING TOTALS CLEARED”
“ADJUSTMENT FAILURE”
“RESTORE FACTORY SEITINGS BY
OPENING FRONT DOOR OR
TABLETOP AND TURNING GAME
OFF AND ON”
-(1) Scanning rug pattern.
(2) Blank screen instead of “INITIAL
TESTS INDICATE: OPERATIONAL”
(3) High score table with no scores.
(4) Intro blank or program crash.
6
Our troubleshooting algorithm begins with Power-Up
and continues until Game Over Mode. All procedures
can be performed with minimal test equipment or merely
by observing the game itself.
CHECKING POWER
SUPPLY BOARD
(1) Swap power supply board with one from
known-good game.
(2) If game plays, problem is on power
supply board.
(3) If game doesn't play, check power
transformer with voltmeter.
(4) If known-good power supply is
unavailable for tests above, check +5V, – 5V
and + 12V outputs on power supply in game.
Each MUST BE within 2% of rated output
with less than 0.1% AC hum.
VIDEOREMEDY
If any video (see left) is missing or
error message is displayed, proceed
to Diagnostic Mode tests.
(1) Open coin door and turn power
off and on.
return to Game-Over Mode.
(1) Open coin door and turn power
off and on. Or press ADVANCE.
In either case, game should return
to Game-Over Mode.
(2) Check AA alkaline cells on
CPU Board.
(3) If problem persists proceed with
CMOS RAM test by putting the
game into its Diagnostic Mode (see
SELF-DIAGNOSTICS).
(1) Making and breaking coin door
interlock switch, check with VOM
and replace if faulty.
(2) Replace if faulty: Memory
protect gates 6E, IC1, Ql, or CMOS
RAM 1C.
(1) Turn power off.
(2) To find bad chip replace 2
special chips one at a time with
known good chips.
(3) Turn Machine on after each
replacement and run through
Power-Up Tests.
+5v DC ADJUSTMENT (R10 & R24)
Before adjusting the voltage output, always check the output at the supply for AC hum. This hum should never rise
above 0.005v on the +5v DC supply. If it does, consult your schematic drawing set for proper DC voltages throughout the
circuit. Test for these with the DC setting of your multimeter. Make a second check using the AC setting. Pay particular
attention to readings at TP5 (top of capacitor C10). If the voltage here is too low (less than +11v DC) or you find excessive
ripple (more than 700mv rms), replace the capacitor.
Table 3 Voltage Adjustments to +5v Dc Supply
WHICH RESISTORS
SUPPLY HAS . . .
TO INCREASE VOLTAGE
IF UNDER 4.25v DC . . .
TO DECREASE VOLTAGE
IF OVER 5.25v DC . . .
NeitherR10 onlyR24 OnlyR24 & R10
Add R24Remove R10 or
add R24
Add R10-Remove R24 or
-Remove R10 or
add R24
Remove R24 or
add R10
add R10
SELF DIAGNOSTICS
If RAM or ROM failure messages are displayed on the CRT after the “rug pattern” proceed with self-diagnostics. Selfdiagnostic procedures are controlled by the AUTO-UP/MANUAL-DOWN and ADVANCE switches in the coin door. Set
the AUTO-UP/MANUAL-DOWN switch to the MANUAL-DOWN position and depress the ADVANCE pushbutton. The
game is now in its Diagnostic Mode and a ROM test is performed. With ROM test results present on the CRT display,
depressing the ADVANCE pushbutton initiates the RAM test. Further tests (CMOS, sound, switch, color RAM, monitor
test patterns) are encountered one after the other as the ADVANCE pushbutton is depressed (once more for each subsequent
test).
MONITOR TEST PATTERNS - For ease in monitor adjustments, the monitor may be slid back and the screen viewed in
the CRT mirror provided on the inside-top of the cabinet. Remove the two bolts and carefully slide the monitor back in its
shelf; secure the monitor in the extended position by inserting the two bolts though holes in the monitor base and monitor
shelf provided at the left side of the monitor.
AUTO CYCLE MODE - From the color bar pattern (or Game Over with the switch set to AUTO-UP) depress ADVANCE
two times to display GAME ADJUSTMENTS.
1.Position the cursor on AUTO CYCLE with the MOVE Joystick and push the FIRE joystick up.
2.Depress ADVANCE.
3.The system will now sequence through ROM, RAM, and CMOS RAM tests repeatedly. The coin door must be open
during the Auto Cycle test. If an error is detected, the test is terminated and the failure indication is displayed on the
CRT.
4.To terminate the Auto-Cycle test, turn the game OFF and ON.
Figure 4. RAM Location and Numbering on the CPU Board
7
ROM BOARD
TEST
ROM“2” means ROM
RAM“1” means RAM
CMOS
(See
Appendix A)
LEDs
RECOGNIZE
CONDITION
error.
error.
“3” means
CMOS RAM
error
DIAGNOSTIC MODE RAM AND ROM TESTS
ROM BOARD
LEDs IDENTIFY
CHIPS
2-digit ROM chip
number
Bank number first,
then chip number in
bank (see figure 3)
-
“ROM ERROR” and ROM
chip number.
“RAM ERROR” followed
by RAM bank number and
chip number (Note: with
multiple RAM failures this
display may not appear)
“CMOS RAM ERROR OR
WRITE PROTECT
FAILURE”
VIDEOREMEDY
(1) Turn power off.
(2) Replace suspected chip.
(1) Check for normal voltages on
indicated RAM chip: -5v/pin 1,
+12v/pin 8, +5v/pin 9.
(2) Turn power off.
(3) Replace suspected chip.
(4) With multiple RAM failures
always check power supply. See
POWER-UP TESTS.
(1) Check pin 22 of CMOS RAM for
+3.2VDC minimum. If present,
replace CMOS chip 1C. If absent
replace AA alkaline cells.
(2) With new alkaline cells, check for
+3.8VDC. If still absent, replace
diodes D9 and D10.
(3) Upon power-up and re-entry into
diagnostics if CMOS error message
persists check CMOS RAM memory
protect and address decoding circuits
with a logic probe.
Tests 4 and 7 provide sequential subtests. To stop automatic cycling set switch to MANUAL-DOWN.
Depress advance in MANUAL-DOWN to step through subtests. LED indications are not made for these tests.
“SOUND LINE 1”
“SOUND LINE 2”
“SOUND LINE 3”
“SOUND LINE 4”
“SOUND LINE 5”
“SOUND LINE 6”
(These appear one at a time)
Diagnostics (see below)
SWITCH TEST
(Test 5)
(1) Set switch to MANUALDOWN and clear any stuck
switches.
(2) CRT should indicate no
switches closed.
(3) Operate switches and
check for display of switch
CRT indicates AUTO-UP closed and any stuck
switches. CRT Display for Each Switch . . .
Coin DoorPlayer Panel
ADVANCE
AUTO-UP
HIGH SCORE RESET
LEFT COIN
CENTRE COIN
RIGHT COIN'
1- PLAYER START
2- PLAYER START
MOVE 1
FLAP 1
MOVE 2
FLAP 2
SLAM SWITCH
(1) COIN DOOR SWITCH STUCK:
Disconnect 2P3
(2) PLAYER PANEL SWITCH
STUCK: Disconnect 3P2 or 3P3
(3) COIN DOOR SWITCH DOES NOT
OPERATE: Ground corresponding pin
of 2P3.
(4) PLAYER PANEL SWITCH DOES
NOT OPERATE: Ground corresponding
pin of 3P2 or 3P3
name.
SYMPTOM REMAINS SAME . . .
ROM Board or Interface Board Faulty.
SYMPTOM CLEARS UP . . .
Problem is in switches or wiring
8
MORE DIAGNOSTIC MODE TESTS
TEST & PROCEDURES
COLOUR RAM TEST
(Test 6)
Note that a blank sequence or two sequences with the same
shade indicate a faulty 1A flip-flop, 1B RAM or 2B RAM
or a failure in the color analogue circuit. Check voltages on
Q1 (green transistor), Q2 (red transistor) and Q3 (blue
transistor). During the eight full screen color tests, the base
voltage (center Pin) on each transistor should vary between
3.8v (brightest color) and 4.4v (no color)
(1) CRT sequences through 8
colors, 2 seconds each
(2) Thick vertical band
indicates color RAM fault.
MONITOR & COLOUR RAM TEST
(Test 7)
123 456 7 8
1 = RED
2 = GREEN
3 = BLUE
4 = WHITE
5 = BLACK
6 = YELLOW
7 = CYAN
8 = MAGENTA
Color Bar Pattern
VIDEO
SEQUENCES
REMEDY OR ADJUSTMENT
RAM 1BRAM 2B
1 Light red screen
2 Red screen
3 Dark red screen
4 Light green screen
Too-light or
Magenta band
too dark red
or gray band
Yellow bandCyan band
5 Green screen
6 Dark green screen
7 Light blue screen
8 Blue screen
Magenta bandToo-light or too
dark blue or
gray band
4 Light green screenGreen bandDark green band
or gray band
5 Green screenLight green bandDark green band
or gray band
6 Dark green screen-Grey band
Aids you in setting up vertical and
Cross hatch pattern
horizontal linearity, convergence and
focus.
Red screen
Aids you in optimizing color purity
Green screen
Blue screen
Color Bars
Color Bars
• Double-width
• Half-width
If color RAM test 6 indicates no faults,
symptoms at left suggest a fault in 1A,
1B, 2B or 2C chips.
• Transposed
• Missing
9
SOUND BOARD DIAGNOSTICS
SYMPTOMTEST AND PROCEDURES
MISSING SOUNDS
NO SOUND
SOUND WHEN
DIAGNOSTIC
PUSHBUTTON PRESSED
BUT NOT IN DIAGNOSTICMODE TEST 4
NO SOUND
STILL NO SOUND
MISSING SOUNDS;
NO SOUND
o CHECK SOUND SELECT INPUTS
(1) Turn power on.
(2) Depress DIAGNOSTIC pushbutton on bottom of soundboard. Sounds may be produced now even though absent in
diagnostic mode 4. If you hear game sounds proceed with this checkbox. If not go ahead to POWER SUPPLY checkbox
below.
Sound board connector 10P3J31 to 6
SR1 DIP resistors R3 to R9VOM - Reading ohms (game
o CHECK ROM BOARD OUTPUTS
(1) If you hear game sounds, disconnect and reconnect sound board connector 10P3J3.
(2) You Should hear one or more game sounds. If so put the game in DIAGNOSTIC MODE Test 4 and proceed with this
checkbox. If not go ahead to POWER SUPPLY checkbox below.
ROM board connector 2P4J4-3
to 6
0C DIP resistors 2 to 6VOM - Reading ohms (game
C26-39VOM - Reading ohms (game
IC10-10 to 15
(PIA)
o CHECK ON-BOARD POWER SUPPLY
(1) With power off test for fuse continuity at F1 and F2.
(2) With power on check for +12v unregulated DC at TP1 and pin 5 of IC1.
(3) Now check for +5v regulated DC between TP4 and TP3. If voltages are absent or low turn off game and lift one pin of filter
capacitors C25, C26 and C27.
(4) Check each with ohmmeter for possible short circuits.
(5) If capacitors are good and unregulated voltages test okay but you’re missing +5v, replace regulator chip IC8.
o CHECK AUDIO (ANALOUGUE) SECTION
(1) Turn power on; turn up volume control. Momentarily place powered-up AC soldering pencil on final amplifiers input pin
(IC1, pin 1 or 10P4, pin 2) If you hear low hum, audio IC, volume pot and speaker are okay.
(2) Repeat test at Q2 emitter. If you hear hum, analogue section is okay. Step (1) will also work if you simply touch amplifiers
input pin. However output level of hum will be much lower than with soldering iron. DO NOT use a soldering pencil over 40
watts. Cordless models will NOT work here.
o CHECK SOUND ROM 12 AND RELATED CIRCUITRY
(1) Is jumper W1 connected? IT SHOULD BE on all JOUST games, or sound signals from the D/A converter (IC13) will never
arrive at input of impedance-matching transistor Q2.
(2) Turn power on.
(3) If you have no game sounds but power supply tests show normal voltages and no ripple on +5v, check crystal clock circuit.
Using DVM or logic probe, test for pulsing AC across crystal. If clock signal’s absent replace crystal and associated capacitors.
(4) Turn off power.
(5) Swap sound ROM (IC12) and microprocessor chip (IC9) with known-good chips.
(6) Power up and test Sound Board after each swap by pushing DIAGNOSTIC button.
TESTTOOLCONDTION AND REMEDY
Logic Probe (Game on and in
test 4)
off)
off)
Logic Probe (Game on and in
test 4)
Logic Probe (Game on and in
test 4)
Logic Probe (Game on and in
test 4)
test 4)
TESTTOOLCONDTION AND REMEDY
Logic Probe (Game on and in
test 4)
off)
off)
Logic Probe (Game on and in
test 4)
• PULSING - Proceed.
• LOW - check jacks, foils.
• STILL LOW - Perform ROM board checkbox below.
• ALL 4.7K - Proceed.
• ANY OPEN - replace SR1.
• ALL OK - Proceed.
• ANY SHORTED - replace bad.
• HIGH - Proceed.
• LOW - Replace C19 (IC5) or C21 (IC7).
• STILL LOW - Replace bad IC.
• PULSING - Proceed.
• LOW - Replace bad chip.
• PULSING - Proceed.
• LIFT C20 - Retest.
• PULSING NOW - Replace C20.
• STILL LOW - Replace IC6, retest.
• PULSING - Proceed.
• SOME LOW Replace IC.
• ALL LOW - Lift C31, retest.
• PULSING NOW - Replace C31.
• STILL LOW - Replace IC
• PULSING - Repair cable to sound board.
• ANY LOW - Replace jack or foil, proceed.
• ALL 4.7K - Proceed.
• ANY OPEN - replace 0C.
• ALL OK - Proceed.
• ANY SHORTED - replace bad.
• PULSING - Proceed.
• SOME LOW Replace IC.
• ALL LOW - Lift C23, retest.
• PULSING NOW - Replace C23.
• STILL LOW - Replace IC
10
CMOS RAM Data Test Protocol
The first sub-test of the CMOS RAM
data is that of the ATTRACT MODE
MESSAGE checksum. If the test
does not pass, the factory ATTRACT
MODE MESSAGE is restored.
Next, the game adjustments are
checked and restored to factory
settings if an error is found. If game
adjustments are found intact, the high
score table is checked for any bad
entries. Bad entries are replaced with
a score of 4,000 points and no
initials. If all entries check, the game
returns to the Game Over Mode.
If game adjustments are restored to
factory settings, the AUDIT
TOTALS are checked. If 5 or more
audit digits are other than 0-9 (that is
hexadecimal A through F) all audit
totals are cleared. This is followed
by a check of the high score table and
the table is reset to factory settings if
errors are found. Finally, game
adjustments are rechecked and either
OPEN COIN DOOR or FACTORY
SETTINGS RESTORED is
displayed. With the former, open the
coin door and turn the game OFF and
ON and then FACTORY SETTINGS
RESTORED will be displayed.
Return to game over by depressing
the ADVANCE pushbutton or by
turning the game OFF and ON a
second time.
APPENDIX A
1
ATTRACT MODE
ADJUSTMENTS?
ADJUSTMENTS?
POWER ON
MESSAGE?
FAIL
RESTORE
FACTORY
MESSAGE
GAME
FAIL
RESTORE
FACTORY
SETTINGS
AUDITS?
CLEAR
AUDITS
HIGH
SCORE
TABLE?
FAIL
RESET HIGH
SCORE TABLE
TO FACOTRY
SETTINGS
GAME
FAIL
PASS
PASS
PASS
FAIL
5 OR MORE HEX A-F
PASS
PASS
HIGH
SCORE
ENTRIES?
FAIL
BAD ENTRIES
REPLACED WITH
4,000 AND NO
INITIALS
"INITIAL TESTS
INDICATE ALL
SYSTEMS GO"
DISPLAYED
PASS
"OPEN COIN DOOR"
DISPLAYED
OPEN COIN
DOOR
POWER OFF
AND ON
11
"FACTORY
SETTINGS
RESTORED"
DISPLAYED
POWER ON
AND OFF
“Warning: This equipment generates, uses, and can radiate radio frequency energy and if not
installed and used in accordance with the instructions manual, may cause interference to radio
communications. As temporarily permitted by regulation it has not been tested for compliance
pursuant to Subpart J of Part 15 of FCC Rules, which are designed to provide reasonable
protection against such interference. Operation of this equipment in a residential area is likely to
cause interference in which case the user at his own expense will be required to take whatever
measures may be required to correct the interference.”
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